If you could send me the code, I could maybe find some specific performance improvements. Can't help much if I know there IS a loop, I must know what's inside. I managed to make my DOF shader (that works similiar to GP65CJ042 DOF) to run smoothly at a quality count that is 3 times GP's which is an insane tap count.

ScreenSize is constant, it always global in dx9 and runs at same speed, so it's code compilation issues when user don't know what is actually will be compiled. If/else statements for changing samples count is bad idea, because there is no native functions for that and they are compiled to lot of math. Integer is not supported, if you will try to use it in the cycle, performance will be lower. Finally, everything depends from cycle code, it may be running with full amount of samples always. Follow Marty McFly suggestion.

Looks interesting. But colors looks more like blurring of old games with 8 bit colors. I guess operations should be computed in different color space for proper gradients like paints on paper. May be i'm wrong, don't know implementation of effect, just what logic says.

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